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A Wargaming új MMO játéka
  • Piszkos  Fred
    #183
    Q: Can you share a few words about the game modes that will be included in World of Warships?

    A: We don’t want to reveal too much at this stage – it’s just too early – but I’ll say that there will be some kind of "capture the base” scenario, much like World of Tanks.

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    Q: Historically, ships could conduct battle for half a day or more, and even take direct hits without being disabled or sinking. How are you going to represent the extreme might of these huge steel monsters without having really long fights?

    A: We definitely value realism and historical accuracy, but we’re also trying to make a really fun game. There are actually many examples of “one-shot” battles. The pride of His Majesty’s fleet, the battle cruiser ‘Hood’, was sent to the bottom after a single successful hit. Don’t worry though; we’re dedicated to bringing the players a real feeling of being at the helm of a gigantic steel colossus.

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    Q: In your last interview you mentioned that aircraft carriers would be able to manage their air group, something like an RTS. Can you give us a few more details about this feature? Will the system be controlled by the player and dependent on their skill?

    A: Players will have the ability to equip their planes, and select their deployment order at the beginning of the battle. This will determine what resources are available at any given moment, and will make the difference between successfully repelling an attack, or losing all the bombers while they’re still sitting on the deck.

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    Q: What about the depth of ship modifications? Will it be possible to change the caliber of individual guns? Will it be possible for carriers to customise their air group; for example, taking only fighters instead of torpedoes and dive bombers?

    A: Players won’t be able to modify individual guns on their turrets, but will manage the entire weapon system platform for that turret. For example, when changing the caliber of the gun it’ll mean that there will need to be a change in the recuperation system, recoil system, breech mechanism, cradle mechanism, shells and filler feeding system and so on; there will be a lot of complex leveling. Aircraft carriers will be able to choose the type and quantity of aircraft they’d like to bring, but they do have a limited capacity.

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    Q: You have repeatedly mentioned that the arrangement of your ships will be an important part of gameplay, specifically you mentioned an effective anti-aircraft order. Can you elaborate?

    A: It’s impossible to come up with the perfect formation, but if you’re going to be repelling an air attack then it makes more sense to protect your aircraft carrier with air defense cruisers than it does to put them out front with the destroyers. The aircraft carrier will supply the aircraft to defend those ships.

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    Q: Which ships and eras will be represented in the game?

    A: The game will include ships from the beginning to the midpoint of the 20th century. We’re going to have four types of ships: battleships and battle cruisers, aircraft carriers (with some hybrids), cruisers (light and heavy), and destroyers. We plan on having two nations, the United States and Japan, ready for the release of the game.

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    Q: Can you explain how players will manage their groups of ships? What will the leveling system look like for these groups?

    A: Actually, we’ve decided to go in a different direction. Players will not be controlling small groups of ships; every ship will be controlled by a player. Instead, each team will have 10 slots, where each slot can be filled by multiple combinations of ships. We’re still testing this structure, and we’ll be able to share more details about it after we’ve done some rebalancing.

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    Q: What about the scale of battles? How many players will be able to participate in the battle?

    A: The battles in this game will be much bigger than World of Tanks. We’re looking at a number somewhere between 30-36 players per match. There are technical limitations that keep us from going much higher than that.

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    Q: Can you tell us anything about the crew for ships and how they’ll level up?

    A: The crew will consist of various officers at different stations. It’s going to be reminiscent of World of Tanks.

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    Q: What is the game engine for World of Warships?

    A: The same as World of Tanks – it’s an engine by BigWorld.

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    Q: Can you tell us about the damage model for ships? How is it going to be displayed on the models and in the gameplay?

    A: The damage model is quite complex. We map out the interiors of the ships in detail. For example, all of the ships’ surfaces will have various armor ratings. If a shell penetrates the armor we’ll calculate the trajectory and depth, and thereby track which internal modules will be damaged by its path.
    Ships will careen off course, they’ll trim differently to the fore and rear depending on what is hit, they will even keel over in some cases or completely break apart or explode when ammo or boilers are hit.

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    Q: How big will the maps be in comparison to World of Tanks?

    A: The maps will be much bigger than those in World of Tanks or World of Warplanes; roughly 50km x 50km.

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    Q: We already know you’re planning on developing maps for the Pacific Ocean battle grounds, but will there be any unusual maps from other regions?

    A: Absolutely, we’re planning to include many different climatic zones.

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    Q: Will there be a ship customisation features?

    A: There will definitely be some degree of customisation. It will most likely be camouflage and other identifying paints and markers, as well as the ability to place a name on the ship.

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    Q: What stage is the game currently at?

    A: The game is still in the development stage, but we’re working hard on it!